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Class Summary |
| AddLineDrawAICommand |
to this pos, again only x and z matter |
| AddNotificationDrawerAICommand |
on this position, only x and z matter |
| AddPointDrawAICommand |
create this text on pos in my team color |
| AddUnitToGroupAICommand |
Adds a unit to a specific group. |
| AiSelectUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| AttackAreaUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| AttackUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| BreakPathDrawerAICommand |
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| BuildUnitAICommand |
set it to UNIT_COMMAND_BUILD_NO_FACING, if you do not want to specify a certain facing |
| CallLuaRulesAICommand |
this is subject to lua garbage collection, copy it if you wish to continue using it |
| CaptureAreaUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| CaptureUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| CloakUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| CreateGroupAICommand |
Creates a group and returns the id it was given, returns -1 on failure |
| CreateLineFigureDrawerAICommand |
the new group |
| CreateSplineFigureDrawerAICommand |
the new group |
| CustomUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| DeathWaitUnitAICommand |
wait until this unit is dead |
| DeleteFigureDrawerAICommand |
Removes a figure group, which means it will not be drawn anymore. |
| DGunPosUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| DGunUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| DrawIconAtLastPosPathDrawerAICommand |
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| DrawLineAndIconPathDrawerAICommand |
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| DrawLinePathDrawerAICommand |
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| DrawUnitDrawerAICommand |
teamId affects the color of the unit |
| EraseGroupAICommand |
Erases a specified group |
| FightUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| FinishPathDrawerAICommand |
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| FreePathAICommand |
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| GatherWaitUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| GetApproximateLengthPathAICommand |
Returns the approximate path cost between two points
This needs to calculate the complete path, so it is somewhat expensive. |
| GetNextWaypointPathAICommand |
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| GiveMeNewUnitCheatAICommand |
Creates a new unit with the selected name at pos,
and returns its unit ID in ret_newUnitId. |
| GiveMeResourceCheatAICommand |
The AI team receives the specified amount of units of the specified resource. |
| GroupAddUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| GroupClearUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| GuardUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| InitPathAICommand |
The following functions allow the AI to use the built-in path-finder. |
| LoadOntoUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| LoadUnitsAreaUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| LoadUnitsUnitAICommand |
see enum UnitCommandOptions |
| MoveUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| PatrolUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| PauseAICommand |
reason for the (un-)pause, or NULL |
| ReclaimAreaUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| ReclaimUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| RemovePointDrawAICommand |
remove map points and lines near this point (100 distance) |
| RemoveUnitFromGroupAICommand |
Removes a unit from its group |
| RepairUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| RestartPathDrawerAICommand |
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| RestoreAreaUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| ResurrectAreaUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| ResurrectUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| SelfDestroyUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| SendResourcesAICommand |
Give units of resource to team . |
| SendStartPosAICommand |
on this position, only x and z matter |
| SendTextMessageAICommand |
Sends a chat/text message to other players. |
| SendUnitsAICommand |
Give units specified by to team . |
| SetAutoRepairLevelUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| SetBaseUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| SetColorFigureDrawerAICommand |
(x, y, z) -> (red, green, blue) |
| SetFireStateUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| SetIdleModeUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| SetLastPosMessageAICommand |
Assigns a map location to the last text message sent by the AI. |
| SetMoveStateUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| SetMyHandicapCheatAICommand |
This function has the same effect as setting a handicap value
in the GameSetup script (currently gives a bonus on collected
resources) |
| SetOnOffUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| SetRepeatUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| SetTrajectoryUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| SetWantedMaxSpeedUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| SquadWaitUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| StartPathDrawerAICommand |
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| StockpileUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| StopUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| TimeWaitUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| TraceRayAICommand |
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| UnloadUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| UnloadUnitsAreaUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |
| WaitUnitAICommand |
max command execution-time in frames; if it takes longer then this -> abort |